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precision mediump float;
uniform float alpha;
#if defined(DEBUG_FLAGS)
uniform float tint;
#endif
uniform vec2 size;
varying vec2 v_coords;
uniform vec4 color_from;
uniform vec4 color_to;
uniform vec2 grad_offset;
uniform float grad_width;
uniform vec2 grad_vec;
void main() {
vec2 coords = v_coords * size + grad_offset;
if ((grad_vec.x < 0.0 && 0.0 <= grad_vec.y) || (0.0 <= grad_vec.x && grad_vec.y < 0.0))
coords.x -= grad_width;
float frac = dot(coords, grad_vec) / dot(grad_vec, grad_vec);
if (grad_vec.y < 0.0)
frac += 1.0;
frac = clamp(frac, 0.0, 1.0);
vec4 out_color = mix(color_from, color_to, frac);
#if defined(DEBUG_FLAGS)
if (tint == 1.0)
out_color = vec4(0.0, 0.3, 0.0, 0.2) + out_color * 0.8;
#endif
gl_FragColor = out_color;
}
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